Religion-based trivia board game and method of playing

ABSTRACT

A religion-based trivia game played on a game board having a game path formed of a plurality of spaces, where at least one space is a religious-action space and each space is associated with at least one of a plurality of religions. The game includes trivia cards with religion-based trivia questions and answers printed thereon, the trivia questions based on the plurality of religions. The game also includes a debate mechanism and a religious-action mechanism. The debate mechanism allows an opposing team to challenge a playing team if they believe the playing team has provided an incorrect answer to a trivia question. The religious-action mechanism requires a team to perform a religious action when the team&#39;s token lands on the religious-action space. The religions include Christianity, Judaism, Buddhism, Hinduism, Islam, New Religious Movement, Jainism, Baha&#39;i Faith, Confucianism, Shinto, Sikhism, Taoism, Zoroaster, Vodun, eastern religions, classical paganism, and prehistoric religions.

FIELD OF THE INVENTION

The invention relates to trivia board games, and more particularly toeducational trivia board games that include questions regardingreligions.

BACKGROUND OF THE INVENTION

Conventional trivia games provide a source of entertainment whereplayers must correctly answer trivia questions to win a game. Onepopular game of this type is Trivial Pursuit®, where teams of playersattempt to correctly answer trivia questions so they can advance theirgame token along a path on a game board. As the Internet website forTrivial Pursuit® states, the questions cover a broad range of topics,from “Was Humpty Dumpty pushed?” to “What modern day animal is relatedto the prehistoric merychippus?” Trivia games of this type have beenknown for quite some time.

While conventional trivia games provide a source of entertainment, theinvolvement of players during the game is limited because for most ofthe questions, only one person or team will have an opportunity toprovide an answer. This is problematic because some players may loseinterest in what is going on until it is their turn once again,especially if they are playing as a team. This limited involvement ofplayers can also result in a waste of knowledge, because knowledge heldby a person or a team that is related to questions asked to opponents isgenerally of no use.

Furthermore, while conventional trivia games can fortuitously impartsome new knowledge on players, there are no mechanisms to reinforce orencourage this learning. Such games are really designed to test theknowledge of a person or team and are not specifically designed toeducate while providing entertainment. For example, because limitedinvolvement may cause some players to lose interest in what is going onuntil it is their turn, these players are exposed to less questions andfacts. This detracts from any learning that could occur.

In addition to these drawbacks, there are few conventional trivia gameson the market that include questions relating to religion. The few thatdo exist only include questions relating to one specific religion, suchas Christianity or Judaism. Because the questions are limited to onereligion, these trivia games have limited market appeal. The primaryconsumers of such trivia games will be members of that specific faith,and this obviously excludes a huge segment of the market. Furthermore,these games are not going to be marketed as “party” games becauseparties generally include people from a variety of religiousbackgrounds. Trivia games with questions covering just one faith canreally only be played when people of the same faith come together.

Accordingly, there is a need for a novel religion-based trivia game thatcan be entertaining yet educational, that can provide mechanisms toreinforce the educational aspects, that can provide more activeinvolvement for players, and that can have broad appeal despite itsreligious nature to reach a larger segment of the trivia game market.

SUMMARY OF THE INVENTION

The invention is a trivia game and method of playing that includesquestions covering a plurality of religions. The game is played on agame board having a game path, and players advance tokens along the gamepath as they correctly answer trivia questions. The questions can befrom any of a number of religions, including but not limited toChristianity, Judaism, Buddhism, Hinduism, Islam, Jainism, Baha'i Faith,Confucianism, Shinto, Sikhism, Taoism, and Vodun (i.e., Voodoo). In oneimplementation, the game can cover a subset of the above listedreligions, the subset including Christianity, Judaism, Buddhism,Hinduism, Islam, and the New Religious Movement. In one implementation,the trivia game includes one or more mechanisms to encourage andreinforce learning facts about religions, and to provide continuousinvolvement of players during the game.

DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustration of a game board.

FIG. 2 is a method for playing a trivia game that includes questions fora plurality of religions with a debate mechanism.

FIG. 3 is a method for playing a trivia game that includes questions fora plurality of religions with a religious action mechanism.

FIG. 4 is a method for playing a trivia game that includes questions fora plurality of religions with both debate and religious actionmechanisms.

DETAILED DESCRIPTION

The invention is a trivia game that includes questions covering a broadrange of religions. The questions can be from any of a number ofreligions, including but not limited to Christianity, Judaism, Buddhism,Hinduism, Islam, Jainism, Baha'i Faith, Confucianism, Shinto, Sikhism,Taoism, Zoroaster, and Vodun (i.e., Voodoo). In one implementation, thegame can cover a subset of the above listed religions, the subsetincluding Christianity, Judaism, Buddhism, Hinduism, Islam, and the NewReligious Movements.

In an implementation, the trivia game can further include questionsrelating to one or more categories of religions, such as easternreligions, classical paganism, and prehistoric religions. The easternreligion category can include some of the religions mentioned above,such as Sikhism, Taoism, Confucianism, Shinto, Jainism, and Zoroaster.The classical paganism category can include subjects such as Greek gods,Egyptian gods, Roman gods, Persian gods, and Scandinavian gods. Theprehistoric religion category can include subjects such as Shamanism,Native American religions, African religions, Central and South Americanreligions, Australian religions, New Zealand religions, and PacificIsland religions. In other implementations of the invention, questionscovering other religions or categories can be used.

The invention can include mechanisms to encourage and reinforce learningfacts about religions, and to provide continuous involvement of playersduring the game. In one implementation, the trivia game can include adebate mechanism that encourages player participation and increasesplayer involvement. When a player or team responds to a question, thedebate mechanism enables the opposing player or team to challengewhatever answer was given. The opposing player or team can also providewhat they believe to be the correct answer. If the original answer wascorrect, the opposing player or team that challenged the original answercan be penalized. If the original answer was incorrect, the opposingplayer or team can be rewarded. In addition, if the opposing player orteam provided an answer that is correct, the opposing player or team canbe further rewarded.

The debate mechanism encourages players to pay attention not only toquestions they are asked, but also to questions asked of the opposingplayer or team because they may be able to use the debate mechanism totake advantage of their opponent's mistakes. This increased playerparticipation furthers any learning that occurs. The debate mechanismalso reinforces what is learned because when a player or team challengestheir opponent, they will think hard about the question and possibleanswer. If the challenge fails, the penalty associated with the failedchallenge will tend to underscore the correct answer in the mind of theplayer or team.

In another implementation, a trivia game constructed in accordance withthe invention can include a religious action mechanism to increase theeducational value of the game. At certain predetermined points in thegame, a player or team will be required to perform one or more religiousactions that embody a particular religion. These religious actions givea player or team more insight into a particular religion, and becausethe player or team has to actually perform the actions, the religiousactions will make a more memorable impression.

One religious action included in the trivia game for the players toperform can be related to Buddhism. In one implementation of theBuddhism action, a player must begin by standing in a location wherethere is approximately three to five feet of open space in front ofthem. The player places their hands together in a prayer position justover their head and then brings their hands down to a location proximatetheir forehead. From there, the player moves their hands, still in theprayer position, to a location proximate their chest. Next, the playerdrops to the floor on their knees and moves their hands to a location onthe floor proximate their knees. The hands no longer need be in theprayer position and are preferably on the floor facing palms down. Theplayer then bows down and touches their forehead to the floor. Finally,the player stands up and repeats this series of motions a plurality oftimes. In one implementation, a player will complete this series ofmotions three times.

Another religious action included in the trivia game can be an actionrelated to Hinduism. In one implementation, the Hinduism action beginswith a player sitting on the floor with their legs crossed. In otherimplementations, the player can have their legs in a half-lotus or afull-lotus position. Next, the player lays their hands on their kneeswith their palms facing upward, away from the knees. For each hand, theplayer is required to touch their middle finger to their thumb. Theplayer must then close their eyes, inhale, and chant the word “om” asthey exhale. The chant must be performed a plurality of times,preferably at least three times.

Yet another religious action that can be included in the trivia game isan action associated with Christianity. One implementation of theChristianity action can be performed by genuflecting as the player exitsand then returns to the room in which the game is being played. In thisimplementation, the player is required to go to an entrance of the roomin which the trivia game is being played. The player then turns to facethe interior of the room and motions as if they are dipping their rightmiddle finger into an imaginary dish of water placed to the right of theplayer. The player then touches this middle finger to their foreheadwhile bowing. In one implementation, the bowing is performed by bendingthe players left knee while sweeping their right leg behind. The player,while still bowing, then touches their right middle finger to theirchest, then to the left shoulder, and then to the right shoulder. Theplayer then stands up, turns around, and exits the room. Next, theplayer repeats this entire series of motions from outside the room inorder to reenter. In other implementations, the player can reenterwithout repeating all of these motions.

Another religious action that can be included in the trivia game is anaction associated with Islam. In one implementation, the Islam actioncan be performed by a player turning in circles to the right and slowlychanting a plurality of names of Allah. After turning a predeterminednumber of times, the player must turn in circles to the left while againchanting a plurality of names of Allah. In one implementation, a playeronly chants three names of Allah and turns five times in each direction.In other implementations, a player can chant anywhere from one toninety-nine names of Allah and turn the necessary number of timesrequired to chant all of the names.

Another religious action that can be included in the invention can berelated to Judaism. In one implementation of the Judaism action, aplayer first stands at a table and lights a candle that is placed on thetable. If no candle is available, in one implementation a player canpretend to light an imaginary candle. Next, the player raises their armsout to the sides about shoulder height and turns their palms to face thelight. The player then motions as if to gather the light up with theirhands and pretend to pull the light to their eyes, thereby moving theirhands over their eyes. This series of motions is repeated three times,and on the third series, the player's hands are held over their eyes forapproximately thirty seconds.

FIG. 1 illustrates one implementation of a game board 100 upon which atrivia game constructed in accordance with the invention can be played.The game board 100 includes a plurality of spaces 102 that form a pathalong the perimeter of the game board 100. Players can advance gametokens (not shown) along the spaces 102 of this path as they play thegame. When a player lands on a space 102, they are asked a questionbased on a religion associated with the space 102 they have landed on.The spaces 102 are divided into two different sets associated withdifferent types of questions. There are specific religion sets 104 andreligious category sets 106.

Each specific religion set 104 consists of a series of spaces 102associated with one specific religion. For example, one specificreligion set 104 can be associated with questions about Christianity,while another specific religion set 104 can be associated with questionsabout Judaism. In one implementation, there are six specific religionsets 104 on the game board 100, and therefore six religions can be usedin the game. In an implementation, these six religions can beChristianity, Judaism, Hinduism, Buddhism, Islam, and the New ReligiousMovement.

The religious category sets 106 consist of a series of spaces 102associated with a religious category rather than one specific religion.The religious categories are broader than the specific religions and canencompass questions covering a variety of different religions. Thereligions used in the religious category sets 106 tend to be differentfrom the religions covered by the specific religion sets 104. Thisenables the invention to include an even broader range of religions. Inone implementation, the religious categories can be prehistoric,paganism, and eastern. In the implementation of the game board 100 shownin FIG. 1, there are six religious category sets 106. In such animplementation, there can be two religious category sets 106 forprehistoric religions, two religious category sets 106 for paganism, andtwo religious category sets 106 for eastern religions.

The game board 100 shown in FIG. 1 also includes an interior path 108that is formed using a plurality of spaces 102. During a game, when aplayer completes the perimeter path formed by the specific religion sets104 and the religious category sets 106, the player can then move tothis interior path 108, starting at space 112. In one implementation,the spaces 102 that form the interior path 108 are not associated withany specific religion; rather, the spaces 102 on the interior path 108can be associated with a number of religions. The questions asked ofplayers landing on the spaces 102 of the interior path 108 can includequotes from well-known leaders or philosophers. In one implementation, aplayer must complete this interior path 108 after completing theperimeter path to win the game.

The game board 100 also includes a plurality of religious action spaces110. When a player lands on a religious action space 110, the player isrequired to perform a religious action, as described above. In oneimplementation, when a player lands on a religious action space 110, theplayer also loses their turn.

In addition to the game board 100, the invention can include game tokens(not shown) to represent players as they move along the spaces 102, andcan include a plurality of religion-based trivia cards (not shown) thathave religion-based questions and answers printed on them. The inventioncan also include at least one die (not shown) that a player can roll todetermine how many spaces 102 they can advance on their turn. In oneimplementation, the die is a six-sided die that has the numbers onethrough six printed on the faces of the die. In another implementation,the die can be a six-sided die that includes the number one printed ontwo faces of the die, the number two printed on two faces of the die,the number three printed on one face of the die, and the numbers threeand six printed on one face of the die. If a player rolls the faceshowing the three and six, the player has choice of moving either threeor six spaces. In other implementations, alternate dies known in the artcan be used, and two or more dies can be used.

It should be noted that as used herein, the term “player” can refer to asingle player or a team of players, and the term “team” can refer to ateam composed of just one player or a team composed of a plurality ofplayers. As such, use of the word “player” herein should not beinterpreted differently from use of the word “team” herein.

FIG. 2 is a method of playing a trivia game according to animplementation of the invention, where the trivia game includes bothreligion-based questions and a debate mechanism. The method of FIG. 2can be played using the game board 100 shown in FIG. 1, or any othergame board that includes the necessary elements described herein. Inthis implementation, the trivia game is played by two teams and theteams decide which team goes first. This can be done by having each teamroll a die with the team rolling a higher number going first. The teamthat goes first becomes the “playing team,” while the other team becomesthe “opposing team.” The playing team chooses a space 102 along theperimeter path to start their journey along the perimeter of the gameboard 100. In one implementation, the team must travel around theperimeter path and return to their chosen starting space 102 before theyare allowed to move to the interior path 108.

In the implementation shown in FIG. 2, the opposing team asks theplaying team a religion-based question (step 200). The religion can beany of a broad range of religions and is determined by which space 102the playing team is on, because each space 102 is associated with areligion. For instance, if the playing team is on a space 102 associatedwith Hinduism, the playing team is asked a Hinduism-based question. Ifthe space 102 is associated with a religious category (i.e., the spaceis in a religious category set 106), the question comes from thatreligious category. The religion-based questions are printed on triviacards and the opposing team selects one trivia card from the appropriatereligion set of cards or category set of cards to read the question tothe playing team. The question can take on any form, including but notlimited to multiple-choice, fill-in-the-blank, true-false, or thequestion can just be a free-form question. Once the question is asked,the playing team provides an answer (step 202).

After the playing team provides an answer, the players determine whetherthe playing team is on a space 102 that includes a debate mechanism(step 204). In the implementation of FIG. 2, at least one of the spaces102 on the game board 100 includes a debate mechanism. In someimplementations, only some of the spaces 102 include a debate mechanism,while in other implementations all of the spaces 102 include a debatemechanism. For example, in one implementation of the invention, half ofthe spaces 102 within a specific religion set 104 can include a debatemechanism. Accordingly, each specific religious set 104 on the gameboard 100 will have six spaces 102 that include a debate mechanism andsix spaces 102 that do not.

If the playing team is on a space 102 that does not include a debatemechanism, the opposing team retrieves the correct answer to the askedquestion from the trivia card (step 206) and determines whether theanswer provided by the playing team is correct (step 210). If theplaying team is correct, the playing team retains its turn by rollingthe die and advancing their game token the number of spaces 102 shown onthe die (step 212). The method described in FIG. 2 is then repeatedstarting with the playing team being asked a religion-based question,where the religion is again determined by which space 102 the playingteam has landed on (step 200). On the other hand, if the playing team isincorrect, the playing team loses its turn (step 213) and the opposingteam becomes the playing team (step 214).

If the playing team is on a space 102 that includes a debate mechanism,after they have answered the religion-based question, the opposing teammust decide whether they are going to challenge the answer given by theplaying team (step 208). If the opposing team decides not to challengethe playing team's answer, the game proceeds as if the space 102 did nothave a debate mechanism. In other words, the opposing team checks theanswer (step 206), determines if the playing team is correct (210), andthe playing team either rolls the die to move (step 212) or loses theirturn (step 214), depending on whether they are correct or not.

If the opposing team does decide to challenge the answer provided by theplaying team, the opposing team provides their own answer to the triviaquestion (step 216). Next, one of the teams retrieves the correct answerto the asked question from the trivia card (step 218) and determineswhether the answer provided by the playing team is correct (step 220).

If the playing team is correct on the challenged question, the gamepenalizes the opposing team for their failed challenge by retreatingtheir game token back one space (step 222). The game also rewards theplaying team for surviving the challenge by advancing their game tokenone space (step 224). The playing team then retains it turn by rollingthe die and advancing the number of spaces 102 shown on the die (step225). As before, the method described in FIG. 2 is then repeated withthe playing team being asked a religion-based question from a religionassociated with the space 102 they have landed on (step 200).

If the playing team is incorrect on the challenged question, the playingteam loses their turn (step 226) and the game rewards the opposing teamfor their successful challenge by advancing their game token one space(step 228). In addition, if the answer provided by the opposing teamduring the challenge was correct, the game rewards the opposing teamonce again by advancing their game token one more space (step 232). Itis now the opposing team's turn, and the opposing team becomes theplaying team (step 214). In another implementation, the game can alsopenalize the playing team for the incorrect answer on the challengedquestion, for example, by retreating their game token one space.

FIG. 3 is a method of playing a trivia game according to animplementation of the invention, where the trivia game includes bothreligion-based questions and a religious action mechanism. The method ofFIG. 3 is played using the game board 100 shown in FIG. 1, or anotherimplementation of a game board that has the necessary elements asdescribed herein. The game board 100 includes a plurality of religiousaction spaces 110 to enable the religious action mechanism. In thisimplementation, the trivia game is played by two teams and the teamsdecide which team goes first. As described above, this can be done byhaving each team roll a die with the team rolling a higher number goingfirst. The team that goes first becomes the “playing team,” while theother team becomes the “opposing team.” The playing team chooses a space102 along the perimeter path to start their journey along the perimeterof the game board 100. In one implementation, the team must travelaround the perimeter path and return to their chosen starting space 102before they are allowed to move to the interior path 108.

In the implementation shown in FIG. 3, the playing team is asked areligion-based question (step 300). Again, the religion is determinedbased on which space 102 the playing team is on. The religion-basedquestions are printed on trivia cards and the opposing team selects onetrivia card from the appropriate religion or category set to read thequestion to the playing team. Once the question is asked, the playingteam provides an answer (step 302).

Next, the opposing team retrieves the correct answer to thereligion-based question from the trivia card (step 304) and determineswhether the answer provided by the playing team is correct (step 306).If the playing team is incorrect, the playing team loses its turn (step314) and the opposing team becomes the playing team (step 316).

If, however, the playing team is correct, the playing team retains itsturn by rolling the die and advancing their game token the number ofspaces 102 shown on the die (step 308). After the game token isadvanced, the players determine whether the game token has landed on areligious-action space 110 (step 310). If the playing team did not landon a religious-action space 110, the method of FIG. 3 is repeatedstarting with the playing team being asked a religion-based questionassociated with the space 102 they have landed on (step 300).

If the playing team has landed on a religious action space 110, the gamerequires all members of the team to perform a religious action (step312). As described above, in an implementation of the invention, thesereligious actions can include a Buddhism action, a Hinduism action, aChristianity action, an Islam action, and a Judaism action. The playingteam also loses their turn (step 314) and the opposing team now becomesthe playing team (step 316).

FIG. 4 is a method of playing a trivia game according to animplementation of the invention, where the trivia game includesreligion-based questions and both a debate mechanism and a religiousaction mechanism. The method of FIG. 4 is played using the game board100 shown in FIG. 1, and the game board 100 includes a plurality ofreligious action spaces 110. Again, other implementations of the gameboard are possible as long as the game board includes the elementsdescribed herein. In the implementation of FIG. 4, the trivia game isplayed by two teams and the teams decide which team goes first. The teamthat goes first becomes the “playing team,” while the other team becomesthe “opposing team.” The playing team chooses a space 102 along theperimeter path to start their journey along the perimeter of the gameboard 100. In one implementation, the team must travel around theperimeter path and return to their chosen starting space 102 before theyare allowed to move to the interior path 108.

In the implementation shown in FIG. 4, the opposing team asks theplaying team a religion-based question (step 400). The religion isdetermined by which space 102 the playing team is on, as each space 102is associated with a religion. If the space 102 is associated with areligious category (e.g., paganism, prehistoric, or eastern), thereligion-based question comes from that category. The religion-basedquestions are printed on trivia cards and the opposing team selects onetrivia card from the appropriate religion card set or category card setto read the question to the playing team. After the question is asked bythe opposing team, the playing team provides an answer (step 402).

After the playing team provides an answer, the players check to see ifthe playing team is on a space 102 that includes a debate mechanism(step 404). In the implementation of FIG. 4, each specific religious set104 on the game board 100 has six spaces 102 that include a debatemechanism and six spaces 102 that do not. In other implementations, someor all of the spaces 102 can include a debate mechanism.

If the playing team is on a space 102 that does not include a debatemechanism, the opposing team retrieves the correct answer to the askedquestion from the trivia card (step 406) and determines whether theanswer provided by the playing team is correct (step 410). If theplaying team is incorrect, the playing team loses its turn (step 418)and the opposing team becomes the playing team (step 420).

If the playing team is correct, however, the playing team retains itsturn by rolling the die and advancing their game token the number ofspaces 102 shown on the die (step 412). When the game token is advanced,the players determine whether the game token has landed on areligious-action space 110 (step 414). If the playing team did not landon a religious-action space 110, the method described in FIG. 4 is thenrepeated starting with the playing team being asked a religion-basedquestion based on which space 102 the playing team has landed on (step400).

If the playing team does land on a religious action space 110, the gamerequires that all members of the team perform a religious action (step416). As described above, in an implementation of the invention, thesereligious actions can include a Buddhism action, a Hinduism action, aChristianity action, an Islam action, and a Judaism action. The playingteam also loses their turn (step 418) and the opposing team now becomesthe playing team (step 420).

Returning now to step 404, if the playing team is on a space 102 thatincludes a debate mechanism, after they have answered the religion-basedquestion, the opposing team must decide whether they are going tochallenge the answer given by the playing team (step 408). If theopposing team decides not to challenge the playing team's answer, thegame proceeds as if the space 102 did not have a debate mechanism.Accordingly, the opposing team then checks the answer provided by theplaying team (step 406), determines if the playing team is correct(410), and the playing team either rolls the die to move (step 412) orloses their turn (step 418), depending on whether their answer wascorrect or not.

If the opposing team decides to challenge the answer provided by theplaying team, the opposing team provides their own answer to the triviaquestion (step 422). Next, one of the teams retrieves the correct answerto the religion-based question from the trivia card (step 424) anddetermines whether the answer provided by the playing team is correct(step 426).

If the playing team is correct on the challenged question, the gamepenalizes the opposing team for their failed challenge by moving theirgame token back one space (step 428) and the game rewards the playingteam by advancing their game token one space (step 430). After theplaying team has advanced one space, the players determine whether theplaying team has landed on a religious-action space 110 (step 431).

If the playing team did not land on a religious action space 110 aftermoving forward one space, the playing team rolls the die and advancesthe number of spaces 102 shown on the die (step 412). After advancingthe game token, the players have to again determine whether the tokenhas landed on a religious-action space 110 (step 414).

If the playing team has landed on religious-action space 110, eitherafter advancing one space due to the failed challenge (steps 430 and431) or after rolling the die and moving (step 412 and 414), the gamerequires that all members of the team perform a religious action (step416). The playing team also loses their turn (step 418) and the opposingteam now becomes the playing team (step 420).

If the playing team does not land on a religious-action space 110 afterrolling the die, the method described in FIG. 4 is then repeatedstarting with the playing team being asked a religion-based questionbased on which space 102 the playing team has advanced to (step 400).

Returning to step 426, if the playing team is incorrect on thechallenged question, the playing team loses their turn (step 432) andthe game rewards the opposing team for their successful challenge byadvancing the opposing team's game token one space (step 434). Theplayers then determine whether the answer provided by the opposing teamis correct (step 436). If the answer was indeed correct, the gamerewards the opposing team once more by advancing their game token anadditional space (step 438). It is now the opposing team's turn, and theopposing team now becomes the playing team (step 420).

If the opposing team's game token should land on a religious actionspace 110 after it is finished being rewarded, then the game requiresthat all members of the team perform a religious action and the playingteam retains its turn.

The invention has been described with reference to specificimplementations. Other implementations of the invention will be apparentto those of ordinary skill in the art. For example, in oneimplementation, the trivia game can be played by three or more teams. Insuch an implementation, the debate mechanism can be modified to resolvesituations where two or more opposing teams wish to challenge theplaying team. If multiple teams challenge the answer of the playingteam, they can either provide the same answer or a different answer. Ifthe challenge is successful, the challenging team with the correctanswer can become the next playing team. If neither challenging teamprovides the correct answer, or if all the challenging teams provide thesame answer, the challenging teams can roll the die to determine whichteam becomes the next playing team. It is, therefore, intended that thescope of the invention not be limited to the implementations describedherein.

1. A method of playing a religion-based game comprising: designating aplaying team and an opposing team; providing at least one card, the cardhaving a religion-based question printed thereon and an answer to thereligion-based question printed thereon, wherein the religion-basedtrivia question is based on any of a plurality of religions; providingan answer to the religion-based question by the playing team;challenging the playing team by the opposing team if the opposing teambelieves the answer provided by the playing team is incorrect; providingan answer to the religion-based question by the opposing team if theopposing team challenged the playing team; if the answer provided by theplaying team is correct after the opposing team challenged the playingteam, rewarding the playing team and penalizing the opposing team, elseif the answer provided by the playing team is incorrect after theopposing team challenged the playing team, rewarding the opposing teamand penalizing the playing team.
 2. The method of claim 1, furthercomprising providing a game board having a top surface, the top surfacehaving a game path including a plurality of spaces printed thereon. 3.The method of claim 2, wherein the top surface generally has arectangular shape.
 4. The method of claim 1, wherein the at least onecard has a first side with the religion-based question printed thereonand a second side with the answer to the religion-based question printedthereon.
 5. The method of claim 1, wherein the plurality of religionscomprise Christianity, Judaism, Buddhism, Hinduism, Islam, the NewReligious Movement, Jainism, Baha'i Faith, Confucianism, Shinto,Sikhism, Taoism, Zoroaster, Vodun, eastern religions, classicalpaganism, and prehistoric religions.
 6. The method of claim 2, whereinrewarding comprises advancing the team forward one space on the gamepath.
 7. The method of claim 2, wherein penalizing comprises retreatingthe team backward one space on the game path.
 8. The method of claim 1,further comprising further rewarding the opposing team if the answerprovided by the opposing team is correct after the opposing teamchallenged the playing team.
 9. A method for playing a religion-basedgame comprising: designating a playing team; providing a game pathincluding a plurality of spaces, wherein the spaces are divided intoreligion sets and at least one of the spaces in at least one of thereligion sets is a religious-action space; providing at least one card,the card having a religion-based question printed thereon and an answerto the religion-based question printed thereon, wherein thereligion-based question is based on any of a plurality of religions inthe religion sets; providing an answer to the religion-based triviaquestion by the playing team; rolling a die and advancing a game tokenalong the game path by the playing team if the answer provided by theplaying team is correct, else losing a turn by the playing team; andperforming a predetermined religious action associated with a religionin said one of the religion sets by the playing team if the game tokenis advanced onto the religious-action space.
 10. The method of claim 9,wherein the plurality of religions comprise Christianity, Judaism,Buddhism, Hinduism, Islam, the New Religious Movement, Jainism, Baha'iFaith, Confucianism, Shinto, Sikhism, Taoism, Zoroaster, Vodun, easternreligions, classical paganism, and prehistoric religions.
 11. The methodof claim 9, wherein the predetermined religious action is a Christianityaction, a Judaism action, a Hinduism action, a Buddhism action, or anIslam action.
 12. The method of claim 11, wherein the Christianityaction comprises at least one player of the playing team performing:going to an entrance of the room in which the game is being played;turning to face the interior of the room; motioning as if the player isdipping the player's right middle finger into a dish of water to theright of the player; touching the player's right middle finger to theplayer's forehead; bowing by bending the player's left knee whilesweeping the player's right leg behind the player; touching the player'sright middle finger to the player's chest; touching the player's rightmiddle finger to the player's left shoulder; touching the player's rightmiddle finger to the player's right shoulder; standing up; turningaround; and exiting the room.
 13. The method of claim 11, wherein theHinduism action comprises at least one player of the playing teamperforming: sitting on the floor with the player's legs crossed; placingthe player's hands on the player's knees with the player's palms facingup; touching the player's middle finger to the player's thumb on eachhand; closing the player's eyes; inhaling; exhaling and chanting theword “om” as the player exhales; and repeating the chant a plurality oftimes.
 14. The method of claim 11, wherein the Buddhism action comprisesat least one player of the playing team performing: standing on a floor;placing the player's hands together in a prayer position over theplayer's head; moving the player's hands down to a location proximatethe player's forehead; moving the player's hands down to a locationproximate the player's chest; kneeling down to the floor; moving theplayer's hands down to a location on the floor proximate the player'sknees; bowing down and touching the player's forehead to the floor; andstanding up and repeating the Buddhism action a plurality of times. 15.The method of claim 11, wherein the Judaism action comprises at leastone player of the playing team performing: standing at a table; lightinga candle that is placed on the table if a candle is available, elsepretending to light an imaginary candle; raising the player's arms outto the player's sides; turning the player's palms to face the candlelight; motioning to gather up the light with the player's bands and pullthe light to the player's eyes; and moving the player's hands over theplayer's eyes.
 16. The method of claim 11, wherein the Islam actioncomprises at least one player of the playing team performing: turning incircles to the right a predetermined number of times; chanting aplurality of names of Allah while turning to the right; turning incircles to the left a predetermined number of times; and chanting aplurality of names of Allah while turning to the left.
 17. Areligion-based game comprising: a game board having a top surface, thetop surface having a game path including a plurality of spaces printedthereon, wherein the spaces are divided into religion sets and at leastone of the spaces in at least one of the religion sets is areligious-action space that requires a playing team to perform apredetermined religious action associated with a religion in said one ofthe religion sets when a game token of the playing team advances to thereligion-action space; at least one card, the card having areligion-based question printed thereon and an answer to thereligion-based question printed thereon, wherein the religion-basedquestion is based on any of a plurality of religions in the religionsets; a plurality of game tokens; a die; a debate mechanism; and areligious-action mechanism.
 18. The religion-based game of claim 17,wherein the debate mechanism allows an opposing team to challenge aplaying team if the opposing team believes the playing team has providedan incorrect answer to a question.
 19. (canceled).
 20. Thereligion-based game of claim 17, wherein the plurality of religionscomprise Christianity, Judaism, Buddhism, Hinduism, Islam, the NewReligious Movement, Jainism, Baha'i Faith, Confucianism, Shinto,Sikhism, Taoism, Zoroaster, Vodun, eastern religions, classicalpaganism, and prehistoric religions.
 21. The method of claim 1, whereinthe religion-based questions are multiple-choice questions.
 22. Themethod of claim 9, wherein the predetermined act is a religious ritualof the religion.
 23. The method of claim 9, wherein the playing teamloses its turn if the game token is advanced onto the religious-actionspace.
 24. The method of claim 9, wherein the religion-based questionsare multiple-choice questions.
 25. The religion-based game of claim 17,wherein the predetermined act is a religious ritual of the religion. 26.The religion-based game of claim 17, wherein the playing team loses itsturn if the game token is advanced onto the religious-action space. 27.The religion-based game of claim 17, wherein the religion-basedquestions are multiple-choice questions.